Voronoi by intersection - Printable Version +- tyFlow Forum (https://forum.tyflow.com) +-- Forum: tyFlow Discussion (https://forum.tyflow.com/forum-1.html) +--- Forum: Feature Requests (https://forum.tyflow.com/forum-4.html) +--- Thread: Voronoi by intersection (/thread-1053.html) |
Voronoi by intersection - d4rk3lf - 08-27-2019 Is it possible to add option that we fracture particle object by intersection? So, we use regular voronoi to cut mesh to several pieces, and after that, we use another operator (voronoi intersections) to brake it along previous edges. Basically, something like this: https://youtu.be/OmPNMvAaVUA?t=470 Go to 7:50 I've tried now celurar chips texture, and within edges, another celurar chips (smaller), but can't replicate fracture by edges. If anyone have idea how to setup something like this, I'd appreciate advice. Cheers! RE: Voronoi by intersection - d4rk3lf - 09-02-2019 Ok, so it seems I achieved a semi-result I wanted in my question. https://youtu.be/5VyOTyzMTdk Now, my PhysX binds not worked really good with teapot and Torus Knot scenes (still gotta practice bindings), but overall, that's the result I wanted. If Anyone interested how I achieved this, the basic thing is fracture set to "random on shape surface" So, 1) Make a standard Tyflow, shape birth, voronoi, and that's all (you define here "big chunks") 2) Then make a voronoi leads to another event with second voronoi but with "random on shape surface". and that's it.... Apply PhysX later, as you want... It seems that that second voronoi set to "random on shape surface", tends to brake fragments on the edges, and that is exactly what I want. I am still trying to achieve better methods, so any feedback would be appreciated. I might create another thread on "general discussion", because the people tends to go there more frequently. : Cheers RE: Voronoi by intersection - tyFlow - 09-03-2019 Nice result! Keep experimenting |